Congestion Pricing - Idea To Reduce Queue Times AND Increase Overall Player Happiness
Saw a parallel to another problem after watching the Riot roundtable (and squaretable lol) about dynamic queue. Riot mentions starvation issues where players seeking a popular role would never get a game. Here's the clip if you're curious: https://youtu.be/xwPa1SGLGv0?t=20m6s
Well my brain immediately went to how smart people have solved this same problem for traffic jams. They use a concept called congestion pricing. The TL DR; is that when traffic is high on a road, it costs more to use that road, and when traffic is low on a road, it costs less to use it. Here's a very basic primer on the concept: http://ops.fhwa.dot.gov/publications/congestionpricing/sec2.htm OR http://ops.fhwa.dot.gov/publications/fhwahop08039/cp_prim1_08.htm OR http://lmgtfy.com/?q=what+is+congestion+pricing%3F
So how could Riot implement a traffic system to lower queue times? Penalize players for selecting high demand roles. Make games worth less IP, or have lower key drops (they already have longer queue times). On the flip side, if a player selects a low demand role, make the rewards larger. More IP, 2x key drop rate, etc. This would push the player base towards selecting into a less popular role.
To do this, Riot would also need to make the role demands public. So if there are 1000 mid players queueing up, and only 10 supports, Riot would need to display this knowledge so the player base would know that a support is needed (and then get the extra rewards for doing so).
My $0.02! I think it can work. Am I missing anything? Thoughts?